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- This file contains some notes on how these models were constructed.
-
- At this point in WavesWorld development, I don't really have any tools
- for arbitrary curved surface generation and manipulation. Therefore,
- most models you'll see here are built up from quadrics. The only
- exceptions are those that have been imported from other modeling
- programs.
-
- The basic idea is to sketch out your model, thinking about what
- quadrics you'll need to generate it. You then go into the
- canonicalRIB directory and drop the .wwModel of the first quadric
- you'll be working with. Manipulate the controls of the quadric to get
- it to look like you want. Once you're happy with it, dump out the eve
- model to a file. Edit the file and delete whatever EveCmds you won't
- need, change whatever variables you don't need to constants, and
- finally, change all the remaining quadric(foo) to myShape(foo).
-
- Now reload this model into a WW3DWell. go back to canonicalRIB and
- drop the second quadric you want to manipulate and *add* it to the
- scene by clicking on the "add model..." button on the Model panel on
- the WW3DWell's ControlPanel. Note that in the 2.0alpha release,
- there's a bug here - the "modelPath" variable gets messed up, and so
- you'll need to open up any .wwModel file wrappers that have a nib in
- them and drop them into the well manually.
-
- Manipulate that quadric with respect to the model you've already built
- up. Save out the model and edit it as before. Pay careful attention
- to using TransformBegin/Ends where necessary to protect children
- shapes from relative transforms.
-
-
-